Why Create?

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

My fellow author Serdar was discussing the importance of art and entertainment over at his blog. This struck me as very important:

“I think any act of creativity can be used by others as escapism, a way to — how did someone else put it? — ignore everyone else’s reality and substitute their own. Most of us do this to some extent or other anyway, so I see little point in wringing hands about it. The smarter thing to do, maybe the only thing that can be done, is create things that are good enough, constructive enough, universally enriching enough, that people will want to make them real — not just for themselves, but for others — in whatever way they can.”

Serdar speaks to the importance that artists can help people realize better worlds, because first they need to be imagined. Once imagined, you can work on making those glorious visions real, and even if you never succeed, you may get far enough to help us all get closer to the dream. Life is, after all, a relay race not a sprint.

Just think of how many of us were inspired by Star Trek to build a better world. However, art is not always about positive experiences, but they always have the chance for being transformative.  As Sam Sykes put it:

Being a fantasy author in this dark era is like being the party bard. You want to make a difference, but the best you can do is inspire someone else to fix it and hope that keeps you from getting eaten.

The role of the artist in the world is the role of the Bard in many fantasy games – the person who enhances and buffs, enriches, and supports. A Bard does that which helps others do things better.

The bard metaphor speaks to me because my works are often supportive works (such as my guides), but also because inspiration takes many forms. A horror story may not create a vision for a better world, but it does give one experiences that can be enriching or thought-provoking. The artist creates not just visions, but explorations, tools, and inspirations – not all of which are or need to be pleasant. But, like the Bards of fantasy games, the artist changes you and enhances you.

Right now you doubtlessly have a book, game, comic, or other thing to make. You may, like many of us, pause to ask if it’s worth it. I would turn it around and ask two things: do you enjoy doing it and will someone get something out of it?

If you enjoy it, go for it. Your enjoyment WILL make the work interesting to people, and if nothing else someone takes pleasure from it and gets a break.

If people can get something out of it, go for it. It will help and enhance others.

You may say “but wait, there’s no reason not to create!”

Yes. Exactly. You got it.

Steven Savage

True Creative Motivation

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Motivation is critical to an artist.  Motivation is what drives you.  Motivation is about what you want to do and why you want to do it.  When all goes dark, motivation is the spark that can light your way – or light a fire to burn down obstacles.

Thus motivation and understanding your motivation is critical to any creative effort.  Being “in touch” with your motivation can drive you and guide you – and help you set and reach goals.

Of course we’ve also felt lacks of motivation.  Of having our drives vanish.  Of not knowing “why.”  Loosing motivation is equally dangerous, but there’s something worse.

There’s finding your motivation isn’t your own.

Many times friends and I who are writers, artists, and other creatives discuss why we do things.  The funny thing is, we often have very different goals and reasons.  This takes us all in different directions, but also helps us know where we have common ground or learn from contrasts.  However, now and then we find our motivations to feel wrong, or encounter fellow creatives whose motivations seem shallow and unhelpful.

Something that came up in a recent conversation was this – some creatives are motivated by other people’s motivations.  They’re doing thier work, driven by what drives others, having assumed “I do X so I should be motivated by Y.”

A few examples:

  • Writers who think they must make a living at it.  However, there’s many ways to make money, so why use writing?
  • Artists who want to work in a specific industry because “that’s where everyone goes” – missing the many other options.
  • Cosplayers who assume they have to follow in the footsteps of the Big Names.
  • People who assume that liking games means they should be in the games industry.

Now and again me and my friends find people motivated by what they think their motivation should be.  It rarely goes well for such people – they’re not driven, they’re not embracing their creative lifestyle, they’re not engaged.  Hell, in many cases they just stop caring.

As a creative, find what really motivates you.  It may shock you.  It may disturb you.  It may not even be there, requiring you to do some hard thinking or go on a kind of vision quest.  But having real motivation means you’re really engaged in your work.

Don’t operate off of stolen motivation.  Creativity is unique, personal and intimate – so your own motivation will unique, it will be part of who you are, and it will tie deep into your life and experiences and goals.

 

Steven Savage

What If It Ended?

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

This tweet struck me hard.  It made me think about my talks of Media Gray Goo.  I realized that age plays a role in my concern that our media is becoming dull and repetitious, that there are things we do over and over and over until they loose all meaning.

Here we see an example of that in discussing Batman, the ever re-invented character who bears both the burden of the past and the burden of endless re-interpretation, all fused into a kind of incoherent and re-invented continuity.  We’re always re-making Batman while acting like he’s the same, which in time seems to whittle the character down, despite some spectacularly well-done takes.

Batman is endlessly stuck at 35, even when authors temporarily play with him until someone presses the reset button.  How many fan arguments are based on what Batman “should be,” even though he’s both out of date and remade?  How much of him has become Gray Goo?

Above, the author gives the example of Deku of My Hero Academia.  He has a story, he ages, he grows, and in theory his tale may end, though as we’ve seen from One Piece, some manga and anime do go on.  There’s no plans to reboot him, remake him – indeed, the entire My Hero Academia universe presents so many options why would you want to remake it – there’s so many other stories to tell and explore anyway.  And if it ends, then it ends – there’s plenty of other cool stuff.

In fact, if a story has a good tale and a good arc, why not enjoy a good end?  Maybe follow up with the rest of the setting, other characters, and so on.  Let things grow – and if you miss the old tale, then re-read it or re-view it.  You can discuss something in context, while also acknowledging all its flaws and places in time.

So I want you to imagine a different world, where superheroes had their stories and they ended.  Where we dig up reprints of old Batman comics, with their starts and endings, and if Batman is remade then it’s a remake of a tale with a start and a finish.  Imagine being able to enjoy Batman in context and history, not as ever-remade battles of marketing and reboots and a return to zero?

Maybe we need to let things end or pass on.  That’s what’s life about after all.

Steven Savage